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The slavers are a faction operating in the Capital Wasteland, centralized in Paradise Falls in 2277.

Background

Although the region's earliest history of slavery since the Great War is unknown, it was well established if even more chaotic by the 2250s.[1] The slavers' past leaders included Penelope Chase, and Harmon Jurley. Miss Chase, aka the Black Widow, was their leader until around 2250 with her death preceding the destruction of the Kingdom of Rockopolis. Harmon Jurley took over the position after her death.[2] The slave trading partnership between the Paradise Falls slavers and the slavers of the Pitt was already in place by the this time.[3] Jurley held his title for decades, until he was killed by Eulogy Jones.[4] The slavers' reputation became so fierce by this time that the denizens of Arefu destroyed the north ramp of the bridge on which their settlement was built to better protect themselves from the slaver threat.[5] The slavers have a fairly limited clientele, and sell mostly to their return customers, the raiders. Allistair Tenpenny, founder of Tenpenny Tower, also has dealings with the slavers.[6][7]

Ridgefield

The earliest known slaver activity was their extermination of the town of Ridgefield. They captured nearly the entire tribe of military survivors who settled there. Its last survivor, Arkansas, was a small boy at the time, but he managed to escape undetected. Returning and vowing revenge, the boy implemented a plan to make the locale a deathtrap for the slavers. He filled the town with frag mines, then spread rumors of a new band of inhabitants and waited. When the slavers came to raid the town, they were harried by a hidden sniper and decimated by landmines. The slavers took heavy casualties that day and never came back. The town became known as a ghost town avoided by all thanks to its reputation for being haunted, cursed, and full of explosives. Traders eventually gave it a new name, "Minefield," and Arkansas, now an old man, still shuffles around guarding the place.[8][9][10][11][12][13]

Rockopolis

The demise of Rockopolis was a fortuitous one for the slavers, engineered completely by accident. Its demise began when, after Herbert Dashwood and Argyle were captured, the two managed to escape their slave collars. Dashwood insisted on trying to rescue the mysterious woman who was locked in "The Box." They subdued the guard and unlocked the Pulowski Preservation shelter to find that it was empty. Another guard found them and at gunpoint demanded they surrender, only for the mystery woman to appear behind him with a metal object. She hit the guard from behind and introduced herself as Penelope Chase, "fortune hunter," claiming that she freed herself when she noticed their predicament. Argyle was hesitant to trust her, but Dashwood was enthralled and, after a brief introduction, the trio made their escape.[14] This was a ploy to get them to give up any safe harbor they might have had.

Some time later, while the trio were being chased by super mutants, Miss Chase noticed that they were near the hills where the hidden village of Rockopolis was located. When she lamented not knowing where it was, Dashwood immediately cut her off, and in an attempt to impress her, started bragging about how he and Argyle were old friends of the settlement, further revealing that they knew the secret knock and more. Argyle showed his displeasure in so readily trusting the woman with such privileged information. Dashwood cut off Argyle, assuring him that Miss Chase would not violate the secrets of Rockopolis, and furthermore, they needed a place to hide from the mutants.[15]

Upon entering, Argyle again pointed out that they were in Rockopolis, one of the safest places in the wasteland, and they had just given its secrets to a stranger. Dashwood attempted to dissuade his companion's outburst to Miss Chase, only for her to reveal herself. Pulling a gun on the pair, she claimed that her slaver associates would be right behind them. They then realized who she really was - not Penelope Chase, "fortune hunter," but instead the "Black Widow," leader of the slavers. She boasted about how the slavers could never have found the denizens of Rockopolis without Argyle and Dashwood.[15] As she was demanding no trouble from Argyle, he used his kung fu skills, using a move he called the "Eagle Claw" to rip out her heart, killing her instantly.[16] Although Dashwood escaped, Argyle died and the village was taken by the slavers (Rollings being among them). The slavers captured as many as they could and sold the settlement's people north to the Pitt.[3] With Penelope Chase dead, Harmon Jurley would take over as leader of the Slavers for the next couple decades.[2][1]

Current operations

Their current leader is Eulogy Jones, a charismatic and ruthless man who leads by fear, persuasion, and intelligence, preferring to get others to do his dirty work. To take power, he first used his slaves as prostitutes to learn nearly every secret in Paradise Falls. Eventually, he personally killed the previous leader, Harmon Jurley, and established control over the slavers. Eulogy has survived several assassination attempts, and is known for a short temper.[4][17][6]

The slavers get paid on commission, based on the number of wastelanders they bring in,[18] and have become more organized in recent years.[1] Fortunately for the denizens of the Capital Wasteland, slave collars are a rarity, which makes the slavers' job much more difficult.[19] Apart from the regular captures, they will take special assignments from very well paying clientele, including Zimmer, who is seeking out a particular android hiding in the Capital Wasteland.[20][21]

In an attempt to get a larger market for their wears, Eulogy Jones at one point attempted to pressure former slaver, Seagrave Holmes into becoming an envoy for his efforts in Rivet City.[22] In addition, a man named Ramsey led a small outpost at a train tunnel near Fort Constantine, its purpose being to scout the wilderness and capture and enslave travelers. Throughout the Capital Wasteland, small teams of slavers will roam the wilderness in search of slaves or running slaves back to Paradise Falls.[23]

Paradise Falls is guarded by and serves as a home to a cadre of battle-hardened slavers with no aversion to the profitable business of slavery. The inhabitants of Paradise Falls are infamous for their incursions into Big Town, and on rare occasions, into Little Lamplight. The slavers are also known to seize random wastelanders, and the town is frequently mentioned on the Herbert Dashwood program on Galaxy News Radio. Past members include Flak and Doc Church.

The Abolitionists

The slavers' relative success is not without opposition. The growing abolitionist movement has become a large enough of a threat to warrant special attention. A team of slavers led by Leroy Walker occupies the Lincoln Memorial in order to prevent escaped slaves from settling it for the purpose of boosting morale or inciting a revolt.[24] Furthermore, they began planning raids on the Museum of History to burn historical artifacts relating to Abraham Lincoln.[25][26]

Among the organizations that are the enemies of the slavers are the Temple of the Union, made up of escaped slaves, the Regulators, as well as the Railroad.

Organization

The current structure of the slavers is Eulogy Jones as the dictator, with the individual slavers operating on commission for slaves. The dictator can and has installed a leader of an expedition to the Lincoln Memorial to destroy it and capture any slaves that escape to there.

Outside relations

Slavers are only accepted in the settlement of Paradise Falls. Every other settlement in the Capital Wasteland either cowers in fear of their presence or are actively hostile toward them. The only exception is the recently established Canterbury Commons, who do not engage in the practice of slavery nor have suffered a slaver raid.

The slavers are hunting for stock among the transients and denizens of the region, basically anyone who cannot put up a fight. Because the Capital Wasteland is a desolate and relatively barren landscape between towns, wastelanders are ripe for the picking here. The number of slaves present compared to the number of slavers is remarkably low, meaning that the slaves are being shipped elsewhere. When the slavers capture their victims, they either keep them for local buyers or traffic them to richer places outside the region, like the Pitt.[27]

Interactions with the player character

Slavers play a fairly large role in Fallout 3. Paradise Falls is a slaver compound, and several quests feature slavery as either major or minor elements, most notably Head of State and its association to slavery and Abraham Lincoln's role as the "Great Emancipator." Additionally, the Lone Wanderer can capture people to sell them to slavers. The Lone Wanderer can even buy a slave, Clover, who will then serve the player as a bodyguard.

If the Lone Wanderer begins bringing slaves to Paradise Falls, a random encounter may occur that involves a group of slavers that cannot keep up with the competition. In an attempt to gain more profits, they will try to kill the player character.

Technology

The level of technology of these slavers is that of any well equipped scavenger, utilizing small arms and a wide range of armors. The only major difference is their accessibility to slave collars.

Interactions with the player character

Interactions overview

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This character drops a finger when killed (Lawbringer).
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This character starts quests.
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This character is involved in quests.

Quests

Notable members

Behind the scenes

According to The Art of Fallout 3, the Slaver aesthetic was described as: "Stolen Police Gear v.s. Rockabilly aesthetic," as well as "50's biker girls Roller Derby."

Appearances

The Paradise Falls slavers appear only in Fallout 3, and are mentioned in the Fallout 4 Creation Club content "Capital Wasteland Mercenaries."

Gallery

References

  1. 1.0 1.1 1.2 Tenpenny Tower terminal entries; exploration database, Paradise Falls
  2. 2.0 2.1 Tenpenny Tower terminal entries; exploration database, Harmon Jurley
  3. 3.0 3.1 Rollings -- We're done
  4. 4.0 4.1 Fallout 3 Official Game Guide Game of the Year Edition p.72: "Eulogy Jones
    Eulogy Jones is a unique 45-year-old individual. He dresses as smoothly as possible for a Wasteland Dweller and leads by persuasion and intelligence, getting others to do his dirty work. But the man is definitely dangerous; if you mess with his slaving operation, he'll be the first one to put a bullet in your brain. Eulogy got to where he is exactly as you'd expect: by being the craziest thug in a town full of crazy thugs. He'll tell you that he did it the old-fashioned way: hard work. In truth, he used his slaves as prostitutes, and consequently, Eulogy knew nearly every secret in the camp. Eventually, he killed the former leader and took over. Every plot against his life has failed, and every Slaver in the camp has learned to back off when Eulogy loses his temper. Eulogy rules by fear."
    (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
  5. Fallout 3 Official Game Guide Game of the Year Edition p.350: "5.07: AREFU (LAT -11/LONG 06)
    GENERAL NOTES'
    Arefu is a modest settlement perched atop an old freeway bridge spanning the Potomac River. The residents of Arefu destroyed the north ramp leading to Northwest Seneca Station to better protect themselves from Slavers. Arefu is the last stop on most trade caravan routes traveling from Megaton. The only approach is from the south, up the ramp."
    (Fallout 3 Game of the Year Edition Tour of the Capital Wasteland)
  6. 6.0 6.1 Fallout 3 Official Game Guide Game of the Year Edition pp.42-43: "Slavers
    The Slavers of the Capital Wasteland are headquartered at the compound of Paradise Falls and led by the charismatic and ruthless Eulogy Jones. Slavery has nothing to do with race, and everything to do with the subjugation of the weak for profit. The Slavers have a pretty limited clientele, and sell mostly to their return customers, the Raiders. Other customers are residents of the Wasteland, including Allistair Tenpenny, creator of Tenpenny Tower."
    (Fallout 3 Official Game Guide faction profiles)
  7. Fallout 3 Official Game Guide Game of the Year Edition p.42: "Raiders
    Chaos and anarchy. Or if you prefer, anarchy and chaos. Raiders revel in both. Numerous Raider groups dot the wasteland. Most are no more than a handful of people scraping out a living by preying on anything weaker than them. They have no driving purpose or goal, other than to live to see tomorrow and raise as much hell as possible today.
    The largest known band of Raiders has set up a crude city in Evergreen Mills. This well-defended canyon gives them a base of operations. Rumor has it they trade with Slavers, selling their captives for cash."
    (Fallout 3 Official Game Guide faction profiles)
  8. Fallout 3 Official Game Guide Game of the Year Edition p.61: "Arkansas
    The last of the military survivors who made Minefield their town, Arkansas was a small boy when the Slavers first came and captured nearly all of the tribe, but they never found him. Swearing revenge, he spread rumors of a new band of inhabitants and set a trap for the Slavers. When the Slavers came to raid the town again, they were harried by a hidden sniper and decimated by landmines. The Slavers took heavy losses that day and never came back. Now an old man, Arkansas still shuffles around this place."
    (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
  9. The Lone Wanderer: "Let's hear more about the landmines."
    Moira Brown: "Landmines are one of the few dangers out there that you can profit from. Disarm one before it blows, and you can sell it for plenty of caps. I've heard stories about a ghost town that's just full of mines. Traders just call the place "Minefield." Sounds like the place for some fieldwork! Get in there, get back, and tell me all about it. And could you bring back a mine for my studies?"
    The Lone Wanderer: "I'll head into Minefield. Wish me luck."
    Moira Brown: "Oh, don't worry. No one ever goes there because they say it's a ghost town. And since ghosts don't exist, you can just focus on the landmines. I hear there's a playground in the middle of the town. Reach that point and come back, and I'm sure you'll have some stories to tell!"
    The Lone Wanderer: "Let's talk about Minefield..."
    Moira Brown: "How are those hot little potatoes? Because, you know, they're on the ground, like potatoes. And hot, because they, um, explode. Anyway, what's up?"
    The Lone Wanderer: "What do you know about Minefield?"
    Moira Brown: "They say it was a town called Ridgefield, until slavers cleared it out. Now, it's supposedly cursed, and just a deathtrap to visitors. Now, everyone calls the place "Minefield" and says it's a ghost town. Superstitious nonsense, of course, but that's how people think. You'll be fine."
    (Moira Brown's dialogue)
  10. The Lone Wanderer: "I haven't been to Minefield yet. Hold on."
    Moira Brown: "It's not just because they say the place is haunted, is it? Because that's no reason to avoid the place. Ghosts don't exist. But landmines do. Oh boy, do they. And that's what we need to study!"
    (Moira Brown's dialogue)
  11. The Lone Wanderer: "That whole place is a deathtrap."
    Moira Brown: "Lots of places are, nowadays. Good work staying staying alive in tough conditions - it'll be a great example for the book! I know you may not want to see any more explosives for a while, but obviously you know your way around them. Have a couple rainy-day toys of mine. And looking at this landmine, it gives me an idea. It's a terrible device that does terrible things, of course. But it's easy to make your own, too."
    (Moira Brown's dialogue)
  12. The Lone Wanderer: "That whole town is a trap. There was a sniper out there, just waiting for me."
    Moira Brown: "Not quite as much of a ghost town as they say, is it? Good work staying calm and collected under pressure - it'll be a great example for the book! I know you may not want to see any more explosives for a while, but obviously you know your way around them. Have a couple rainy-day toys of mine. And looking at this landmine, it gives me an idea. It's a terrible device that does terrible things, of course. But it's easy to make your own, too."
    (Moira Brown's dialogue)
  13. Fallout 3 Official Game Guide Game of the Year Edition p.332: "3.09: MINEFIELD (LAT 04/LONG 14)
    Before the bombs fell, the isolated township of Ridgefield was a quiet community nestled into the hillside and far from major roads. More than a century later, a tribe of military survivors stumbled across it while traveling from the north. They quickly realized the value of a defensible, hidden location and made it their own. Now no one goes to Ridgefield anymore, and the ghost town is known only as "Minefield." People swear that it's haunted by the last survivor's ghost. Arkansas is the "ghost" in question; he may be old, but he's still a crack sniper, and he's holed up in the ruined concrete building at the town's north end. Sneak down from the Water Tower [2.O], as this has the least number of Mines to worry about. There are dozens dotted around the entire area; deactivate them and cover the ground very slowly."
    (Fallout 3 Game of the Year Edition Tour of the Capital Wasteland)
  14. The Adventures of Herbert 'Daring' Dashwood and his Ghoul Manservant Argyle Escape from Paradise Falls!
  15. 15.0 15.1 The Adventures of Herbert 'Daring' Dashwood and his Ghoul Manservant Argyle In the Black Widow's Web!
  16. The Adventures of Herbert 'Daring' Dashwood and his Ghoul Manservant Argyle Between Rockopolis and a Hard Place!
  17. Fallout 3 Official Game Guide Game of the Year edition p.75: "Grouse
    He has been with the Slavers since he was a teenager (he is now 30). His father was the former leader before Eulogy usurped him and rose to power, and Grouse has a legacy to live up to. He isn't fond of Eulogy, but he knows that if he moves against him, most of the Slavers would turn on him. He sits at the checkpoint entrance wearing a permanent scowl."
    (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
  18. The Lone Wanderer: "Who can I put it on?"
    Grouse: "I don't care who the hell you put it on. I'll split the commission with you for any slave you send to us. But you can't just walk up to someone and put it on. You need to get them subdued first. I gave you that mezzer. Use it. Should make things easy."
    (Grouse's dialogue)
  19. The Lone Wanderer: "Sure, I'll buy another one. Here's 100 caps."
    Grouse: "You ain't got enough caps, asshole. This ain't a soup kitchen, and those collars ain't easy to come by. Come back when you got some money."
    (Grouse's dialogue)
  20. Assignment from the Commonwealth
  21. Get it done!
  22. Seagrave's incriminating letter
  23. Fallout 3 random encounters#Slavers and slaves
  24. Fallout 3 Official Game Guide Game of the Year Edition p.436: "17.01: LINCOLN MEMORIAL MAINTENANCE ROOM (LINCOLN MEMORIAL)
    GENERAL NOTES
    Leroy Walker and his band of Slavers are the largest contingent outside Paradise Falls, and they have secured the Lincoln Memorial so it doesn't fall into the hands of Abolitionists and become a beacon for freeing slaves, and ruining their business. Currently there are around half a dozen Slavers on the steps and behind sandbag defenses at this structure. Locate Silas and he takes you into the maintenance room. Should you sneak around this monument, the path at the base is dotted with Mines and Grenade Traps, so watch out. Inside the monument itself, there's a place to sleep, but you can't access the steps unless you've begun hostilities with the Slavers."
    (Fallout 3 Game of the Year Edition Tour of the Capital Wasteland)
  25. The Lone Wanderer: "They're up north, near Old Olney."
    Leroy Walker: "Not willing to trade your life for a bunch of runaway slaves, eh? Well, you've told me what I need to know. If you're looking for some spare caps, I'm willing to pay for anything you might find having to do with Abraham Lincoln. I was going to clean out the ruins of the Museum of History looking for them, but now I've got more important business."
    (Leroy Walker's dialogue)
  26. The Lone Wanderer: "Why are you so interested in Lincoln artifacts?"
    Leroy Walker: "Slaves all over the Wasteland have started talking about Lincoln and his great war to free the slaves. We can't have them thinking they deserve to be free. So I'm burning everything I can find related to this Abe Lincoln. Don't want slaves using them to start a revolt or anything. So we burn them."
    (Leroy Walker's dialogue)
  27. The Lone Wanderer: "Where do your people come from?"
    Wernher: "Some of us are native to The Pitt, most of us are, really. People sometimes have kids before the sickness takes them. But the need for slaves has gotten bigger. Ashur's started importing them. Ever wonder why there are so many Slavers, but you hardly see any slaves? The Slaver operation in this area has been supplying The Pitt."
    (Wernher's dialogue)
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